Wowser.
During the last two days I've implemented dynamic memory management on the NES and built a virtual machine on top it. The virtual machine supports non-preemptive multithreading and is quite cool. The plan is to use it to implement scripting of game events (cutscenes and quest logic). I need to write a compiler for it though, since typing in the bytecodes by hand isn't very fun.
The 2D engine is pretty much finished now. It's all very tight; the entropy mentioned in an earlier post has been driven into the ground.
The 2D engine is pretty much finished now. It's all very tight; the entropy mentioned in an earlier post has been driven into the ground.

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